old-mechanics

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  • The Unlearning game

    by 
    Matthew Rossi
    Matthew Rossi
    04.15.2014

    World of Warcraft constantly changes. It changes in patches in small ways (buffs change, spell power changes making a formerly useless ability stronger, or a strong ability weaker) and it changes between expansions in much larger ways. If I still played a fury warrior today the way I would have played one back in Wrath I'd be using Whirlwind as part of my rotation. Between player action (players roll alts, switch mains and change roles) and the game's inexorable forward progress, there are always new things to learn, which require us to unlearn what we did before. Factor in returning players who take weeks, months, even years off - I've seen a lot of Hey, I left the game in X expansion, what's different now emails in my time at WoW Insider - and you have a continuous problem for World of Warcraft in people who have, in essence, a different game in mind when they play. This issue affects gameplay in numerous ways, both for those players (and eventually, we're all those players) and for the game itself.

  • MMO Mechanics: Three old mechanics I want back

    by 
    Tina Lauro
    Tina Lauro
    02.12.2014

    My column has typically heralded modern MMOs as superior advancements of the genre we all adore, but in this week's MMO Mechanics I want to share a small list of some old mechanics I still mourn today. Many older MMOs featured gameplay that could simultaneously exasperate and impress players, especially when the mechanics in question supported a real sense of immersion or realism in otherwise virtual worlds. Recent titles have aimed to open up the in-game world by making it more accessible and much less infuriating, but this has put some of my favourite mechanics and little touches on the development chopping block. I'm particularly fond of game mechanics that make real-world sense. Real life would not reward you for falling off cliffs, running headlong into a crowded room of enemies, or stumbling off the well-beaten track into the untamed wilderness. Consequences in real life can feel rather scary, so I really enjoyed the fear factor of some older MMOs because this allowed for a much more thrilling -- and ultimately rewarding -- gaming experience. I am going to talk about just three older mechanics I particularly enjoy that have fallen out of fashion, but feel free to lengthen my list by adding your favourites in the comments below.

  • The Daily Grind: Taking inventory

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.07.2010

    One of the great points of commonality for MMOs is the time-honored tradition of inventory management. Specifically, the minigame wherein you have to decide what to keep, sell, throw away, or hold on to with a limited amount of space. One of the major contentions regarding the Allods Online cash shop at launch (aside from the huge debuff only removable via cash shop items) was how much it used to cost just to make a minor upgrade to your inventory storage. The prices have since changed, of course, but the irritation at inventory management was obvious. Nearly every game has to decide how much of a management aspect should be involved and the right amount of space for a given character in any stage of their career. Moreover, these aspects usually change with time, as stack sizes increase and decrease with patches. Some players see space management as a relic of games like Dungeons and Dragons, which used it to try and maintain realism in broad strokes. Others see it as an obnoxious limitation on gameplay that's long ceased to have any connection with its original purpose. So what do you think? Is inventory management a good thing, or is it one of those gameplay elements you'd like to see go the way of the dodo?